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Learn how to improve dialogue systems by adding specialized features to the model using reinforcement learning techniques. This study explores the impact of certainty, student dialogue moves, concept repetition, frustration, and student performance on system actions. Experiment with Markov Decision Processes to optimize dialogue management.
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Using Reinforcement Learning to Build a Better Model of Dialogue State Joel Tetreault & Diane Litman University of Pittsburgh LRDC April 7, 2006
Problem • Problems with designing spoken dialogue systems: • What features to use? • How to handle noisy data or miscommunications? • Hand-tailoring policies for complex dialogues? • Previous work used machine learning to improve the dialogue manager of spoken dialogue systems [Singh et al., ‘02; Walker, ‘00; Henderson et al., ‘05] • However, very little empirical work on testing the utility of adding specialized features to construct a better dialogue state
Goal • Lots of features can be used to describe the user state, which ones to you use? • Goal: show that adding more complex features to a state is a worthwhile pursuit since it alters what actions a system should make • 5 features: certainty, student dialogue move, concept repetition, frustration, student performance • All are important to tutoring systems, but also are important to dialogue systems in general
Outline • Markov Decision Processes (MDP) • MDP Instantiation • Experimental Method • Results
Markov Decision Processes • What is the best action an agent to take at any state to maximize reward at the end? • MDP Input: • States • Actions • Reward Function
MDP Output • Use policy iteration to propagate final reward to the states to determine: • V-value: the worth of each state • Policy: optimal action to take for each state • Values and policies are based on the reward function but also on the probabilities of getting from one state to the next given a certain action
MDP Frog Example Final State: +1 -1 -1 -1 -1 -1 -1 -1
MDP Frog Example Final State: +1 -1 0 -2 -1 0 -2 -3 -2
MDP’s in Spoken Dialogue MDP works offline MDP Training data Policy Dialogue System User Simulator Human User Interactions work online
ITSPOKE Corpus • 100 dialogues with ITSPOKE spoken dialogue tutoring system [Litman et al. ’04] • All possible dialogue paths were authored by physics experts • Dialogues informally follow question-answer format • 50 turns per dialogue on average • Each student session has 5 dialogues bookended by a pretest and posttest to calculate how much student learned
Corpus Annotations • Manual annotations: • Tutor and Student Moves (similar to Dialog Acts) [Forbes-Riley et al., ’05] • Frustration and certainty [Litman et al. ’04] [Liscombe et al. ’05] • Automated annotations: • Correctness (based on student’s response to last question) • Concept Repetition (whether a concept is repeated) • %Correctness (past performance)
MDP Reward Function • Reward Function: use normalized learning gain to do a median split on corpus: • 10 students are “high learners” and the other 10 are “low learners” • High learner dialogues had a final state with a reward of +100, low learners had one of -100
Infrastructure • 1. State Transformer: • Based on RLDS [Singh et al., ’99] • Outputs State-Action probability matrix and reward matrix • 2. MDP Matlab Toolkit (from INRA) to generate policies
Methodology • Construct MDP’s to test the inclusion of new state features to a baseline: • Develop baseline state and policy • Add a feature to baseline and compare polices • A feature is deemed important if adding it results in a change in policy from a baseline policy (“shifts”) • For each MDP: verify policies are reliable (V-value convergence)
Hypothetical Policy Change Example 0 shifts 5 shifts
Tests B2+ +SMove +Goal B1+ Correctness +Certainty +Frustration Baseline 2 Baseline 1 +%Correct
Baseline • Actions: {Feed, NonFeed, Mix} • Baseline State: {Correctness} Baseline network F|NF|Mix [C] [I] F|NF|Mix F|NF|Mix F|NF|Mix F|NF|Mix FINAL
Baseline 1 Policies • Trend: if you only have student correctness as a model of student state, regardless of their response, the best tactic is to always give simple feedback
But are our policies reliable? • Best way to test is to run real experiments with human users with new dialogue manager, but that is months of work • Our tact: check if our corpus is large enough to develop reliable policies by seeing if V-values converge as we add more data to corpus • Method: run MDP on subsets of our corpus (incrementally add a student (5 dialogues) to data, and rerun MDP on each subset)
Methodology: Adding more Features • Create more complicated baseline by adding certainty feature (new baseline = B2) • Add other 4 features (student moves, concept repetition, frustration, performance) individually to new baseline • Check that V-values converge • Analyze policy changes
Tests B2+ +SMove +Goal B1+ Correctness +Certainty +Frustration Baseline 2 Baseline 1 +%Correct
Certainty • Previous work (Bhatt et al., ’04) has shown the importance of certainty in ITS • A student who is certain and correct, may not need feedback, but one that is correct but showing some doubt is a sign they are becoming confused, give more feedback
B2: Baseline + Certainty Policies Trend: if neutral, give Feed or Mix, else give NonFeed
Tests B2+ +SMove +Goal B1+ Correctness +Certainty +Frustration Baseline 2 Baseline 1 + %Correct
7 Changes Student Move Policies Trend: give Mix if shallow (S), give NonFeed if Other (O)
4 Shifts Concept Repetition Policies Trend: if concept is repeated (R) give complex or mix feedback
4 Shifts Frustration Policies Trend: if student is frustrated (F), give NonFeed
3 Shifts Percent Correct Policies Trend: if student is a low performer (L), give NonFeed
Discussion • Incorporating more information into a representation of the student state has an impact on tutor policies • Despite not having human or simulated users, can still claim that our findings are reliable due to convergence of V-values and policies • Including Certainty, Student Moves and Concept Repetition effected the most change
Future Work • Developing user simulations and annotating more human-computer experiments to further verify our policies are correct • More data allows us to develop more complicated policies such as • More complex tutor actions (hints, questions) • Combinations of state features • More refined reward functions (PARADISE) • Developing more complex convergence tests
Related Work • [Paek and Chickering, ‘05] • [Singh et al., ‘99] – optimal dialogue length • [Frampton et al., ‘05] – last dialogue act • [Williams et al., ‘03] – automatically generate good state/action sets
Diff Plots Diff Plot: compare final policy (20 students) with policies generated at smaller cuts